I have an issue with tiny ships.
Into late game they seem redundant, and are only good because of the free ones at the start of every battle with the carrier module you recieve. However you cannot customize the fighter that is launched, or the weapons equipped. I want to see fighters of my own design, which will actualy launch from my carrier when the battle begins. Whether this means assigning a tiny ship design from my list or manually docking fighters with the carrier to negate their logistics cost and range/speed constraints on the fleet is something else for discussion. I want my fighter screen to have a bonus to evasion, making it so that in sacrificing armour, they are less likely to be hit. I also want a sub-set of weapons for fighters, smaller, lower damage but low weight weapons. Things like burst cannons in place of kinetic weapons, or beam lances in place of beam cannons, and anti-ship missiles/ interception missiles/ cluster missiles, that fulfill different roles. More fluid movement so they do act like tiny versions of capital ships, instead snaking and looping in manouvers around the battle, making use of 3D space, rotating the ship into each manouver to reduce G-force and really capitalize on their superior agility, dogfighting with other interceptors, or trying to shake them off whilst going for harder targets depending on their AI, whilst the capital ships (medium+) remain upright. To combat the fighters they could be fitted with purpose built anti-fighter weapons like SAAMs and Flak batteries, or guarded by interceptors.
I also think (and these ideas are ambitious) the routines of ships in battles could be customizable, for example trying to make your ships stay a certain distance away from the enemy capital ships at all times so that they can exploit their opponents slower ships and limited range. I also think that weaponry should have a small arc of range, encouraging your ships to be designed in a way that would allow them to bring all guns to bear, similar to battleships forever. If a gun takes a long time to re-charge it could be attached to a rotating wheeel with four other clones of the same weapon on it, allowing it to fire rapidly. Or restrict your ships to always face the enemy, with the bulk of their weapons on the front of the ship.. or the broadside,, working in tandem to take down the enemy (more effective firepower, but more vulneable to flanking or enemies that manage to close the gap and get inside the formation. further expanding on the speed/firepower/armour trade-offs. Weapons could be customized with sliders, just like planet economy, rate of fire, power, sprite and otherwise could all be balanced to the user's desire, mainly for aesthetics but also for function, slower rate of fire - increased accuracy and damage, higher rate of fire-decreased accuracy/damage.
my two cents 